Original mod by Ritsu, I'm helping maintain it
Injecting ReShade requires something to bypass Capcom's antitamper, such as:
- REFramework
- Special K
Release: #1451965513671508110 message
Nexus: Link
1 messages · Page 1 of 1 (latest)
Original mod by Ritsu, I'm helping maintain it
Injecting ReShade requires something to bypass Capcom's antitamper, such as:
Release: #1451965513671508110 message
Nexus: Link

Thanks for the UI fix 
Vanilla preset looks a lot better than before
Vanilla / Filmic
Still losing out a bit on detail though is that just the color grade?
Vanilla w/Pregrade Exposure / Filmic
banding goes crazy in this screenshot lol
Does it? Not sure why it would 🤔
It’s been so long since I played
How is it different?
idk seems to have more life to it and seemed to have a bit more detail
might just be me though i haven't played in a while
Tbh I also liked it more than I felt like I did before, I just wasn’t sure why
I remember the vanilla preset looking incredibly dull
probably gonna use Vanilla w/Pregrade Exposure from now on tho
hey guys i just dled this mod by chance today lol so ty for the update! i have 2 questions:
oh and here are my settings, i just copied them from what i used in Expedition 33, throw any suggestions pls!
We edit their tonemapping parameters for SDR, basically just trying to put some contrast into the game.
You don’t need any other mods, that’s just showing which settings need to be kept on in order to not break renodx if someone uses that mod.
Presets are a good starting point. Transferring settings from another game likely isn’t going to work well for this one. This game is very bright.
thank you thank you, i'll go check cinematic default again!
since im using QD-OLED i think saturation can be upped a bit more than usual but that's it
it really makes things pop
Filmic preset is incredible with the recent addon updates
awesome! do u have additional things installed? looks mega crisp
My guess would be DLAA probably that gives that nice look. If not, then I have no idea.
I am not familiar with the exposure type/exposure strength on how it works. When and why should that mode be enabled opposed to just vanilla.
The only thing I have tweaked was the highlights, saturation, and highlight saturation for color.
Running at 1440p DLAA (K) with max settings, and the Disable Lens Distortion mod on Nexus - this mod specifically does wonders. Haven’t done any tweaks to Filmic other than adding a little RCAS
has anyone ran to this error?
the game starts glitching and graphics not loading the sounds stops working too
after closing the game and lunching it i get this error
Someone has reported a bug about a quest crashing with renodx installed. I don’t really play this game anymore, is anybody able to confirm that? The Gogmazios Event Quest
I'll the try the quest once I fix my own issue 
looks like you need to verify files tbh
Hmm, no issues of that kind in any of the environments, including the Gog event quest for me.
thanks
I haven't seen this error or crashed once yet with over 40 gog kills. It might be some complication with one of the reframework mods installed.
The only thing I get occasionally is the entire environment starts flashing white once a while. Clearing my cache seems to fix it for a while but it rarely happens during Gog. I think it is more related to post processing mod not being updated for TU4.
not sure if this is entirely related to reno but whilst in the grand hub the day/night cycle process produces really odd colours when going from night to morning. Entire screen goes green for about 3 seconds until the sun fully appears and then its back to normal. Havent tested in other areas but just thought id leave this here just in case
Same. It gets extremely orange during sunset and yellow when going into the morning.
anyone have any luck injecting reshade with special k? game keeps crashing when i try
Didn’t work for me
good to know, at least it’s just not me doing something wrong
anybody else seeing this?
Havent experienced any crashes so far in TU4
even when modifying decos
thanks
I am assuming this is a comment on the MHW reno page? I have not experienced any crashes what so ever in TU4 with reno.
Ever since the first reframework update for TU4 I stopped crashing from anything.
I tried without any mods in fluffy/reframework autorun with no luck. I am not sure if it is only me or for others too. I don't use it but I thought I would give a heads up.
Worked for me when I updated the addon. Have more updates come out?
I am still using 6.6.2 addon so I am not sure. I haven't seen any updates for reframework or wilds itself.
So, why would I use this over just a normal reshade preset (monster hunter wilds). Or why would I use a reshade preset on top of RenoDX?
Both questions, like what are the advantages and disadvantages I guess?
I don't understand, doesn't MHW have HDR? What do you mean "adds HDR"?
Sorry I'm stupid lol
I've been using: Wilds Rehydrated - ReShade
This uses RenoDX, but I've been crashing more lately, trying to determine what is causing the crashing
reshade layers effects on top of the final game image. RenoDX edits the games shaders to improve how they work, which has significant advantages
basically renodx has substantially more control over how the game looks. Instead of taking an output we're unhappy with and bludgeoning it into a form that we like with all sorts of compromises between different areas, we can just use the game information before it's been fucked up and work with a much better base.
So in the 2nd post (sticky) of renodx there is instructions about enabling disabling stuff in disable post processing effects, but your image seems out dated, and now im super confused lol. Do I have this correct @worn pawn
need blurred luminance enabled
also TAA should be on unless you straight up don't want AA/upscalers to work
ty lol
Is this correct? The dude of the reshade (that uses renodx) says i dont need disable post processing effects?
You don’t need it, that post is there for people that want to use it since we were getting a lot of compatibility conflicts
Oh I misunderstood
Yeah the issue we had before was an exposure adjustment we forgot to make for a certain code path in the mod. That’s fixed, and before some other mods were forcing something in the engine that prevented our bug from showing up.
I just removed the post processing mod too. I only had it mainly for the lens distortion or eye adaptation assuming they are the same thing but there was a mod for it. Reno seems to cover everything in the tonemap/colors/filmgrain department. To my understanding reno also handles TAA/sharpening such as RCAS.
I have not messed with volumetric fog so I will probably get that mod to mess around with it.
okay got dithering working, but it doesn't help. The quantization is happening earlier in the pipeline so dithering the output doesn't help.
With the filmic talk again I mentioned before my exposure type/exposure strength/lut exposure reverse sliders stopped working. I realized I never posted my log. I am not sure if anything in there will help.
Filmic / Vanilla / Vanilla Pre Grade / Vanilla Pre Grade & Fixed Exposure / Vanilla Fixed Exposure
Filmic / Vanilla / Vanilla Pre Grade / Vanilla Pre Grade & Fixed Exposure / Vanilla Fixed Exposure
I have the images without the overlay if you want them too
From what I see it looks like Fixed Exposure both crushes blacks and worsens clipping
Changing from the Post Grade setting to Pre Grade seems to somewhat combat the clipping but Fixed Exposure still worsens it.
Oh is this area just cooked then? All this stuff was made before the gathering hub was added
This might push me to redo this mod (with ritsu’s blessing/collaboration of course).
The mod could definitely use a good makeover I'd be open to doing any extra testing or something as im sure others would be too
I'm sure if the performance update actually does anything there will be a big surge of players coming back soon too also whenever the dlc releases
I guess I thought it was me. For me the game seemed to have the yellow lighting be really bright at times you have trouble seeing. I noticed the yellow lighting being too bright at the windward hub at first for sunlight. Sometimes the entire map is too bright.
Vanilla tonemapper / RenoDRT My presets / Vanila+ / Filmic (My exposure type/lut exposure type do not work) / Filmic (My exposure type/lut exposure type OFF)
I noted my exposure stuff do not work so the last two images are identical when they should not be technically.
Winward area
Vanilla tonemapper / RenoDRT My presets / Vanila+
My highlights never used to look that bad before. I am not exactly sure when it started to look that way. I want to say TU4 changed something.
realized I had the analysis off
hopefully that isn't necessary.
TEST BUILD
the yellow lighting is just ur preset from the look of things
you and dio might get along
Might just be the highlights but then turning that on I have to adjust saturation 
How so? monkaS
I hate wilds environment timing of the day. I was going to compare the hub at night (just turned) with the test build. It looked really dark than the normal version for me. Now I reload the game with old and it is day. Rest time I guess...
Oh right when I updated this it would have switched to highlights v3 and shadows v3. I can’t remember where those sliders were but that could be the problem with filmic anyway
any update?
4.0.0
holy goat
realized there's something else I should have added
ngl that preset you gave was cooked af lmao
it used to work well, that bug fix I mentioned was turbo cooking it
unless you mean the one above lol
that one
ah lol
yeah I spent very little time, worked in like 2 areas and I posted it so people that used it before had something to start with
my preset / one above / vanilla
if i change exposure or contrast or highlight any higher it clips really bad
it shouldn't be that bad, I very specifically added code to mitigate it
if you're still testing in the ice cave, that would be why I'd guess
the autoexposure there cooks highlights
yeah
only so much I can do when the value is getting cranked well over 10k nits
holy the saturation setting i had was omega cooked in grand hub lol
i see why you put contrast so high now
tested in grand hub now
there's no winning lol
float3 HueAndChrominanceOKLab(
float3 incorrect_color, float3 reference_color,
float hue_correct_strength = 0.f,
float chrominance_correct_strength = 0.f,
float clamp_chrominance_loss = 0.f,
float clamp_chrominance_gain = 0.f,
float saturation = 1.f) {
if (hue_correct_strength != 0.f || chrominance_correct_strength != 0.f) {
float3 perceptual_new = renodx::color::oklab::from::BT709(incorrect_color);
const float3 reference_oklab = renodx::color::oklab::from::BT709(reference_color);
float chrominance_current = length(perceptual_new.yz);
float chrominance_ratio_hue = 1.f;
float chrominance_ratio = 1.f;
if (hue_correct_strength != 0.f) {
const float chrominance_pre = chrominance_current;
perceptual_new.yz = lerp(perceptual_new.yz, reference_oklab.yz, hue_correct_strength);
const float chrominancePost = length(perceptual_new.yz);
chrominance_ratio_hue = renodx::math::SafeDivision(chrominance_pre, chrominancePost, 1);
chrominance_current = chrominancePost;
}
if (chrominance_correct_strength != 0.f) {
const float reference_chrominance = length(reference_oklab.yz);
float target_chrominance_ratio = renodx::math::SafeDivision(reference_chrominance, chrominance_current, 1);
chrominance_ratio = lerp(chrominance_ratio, target_chrominance_ratio, chrominance_correct_strength);
}
// Combine hue-preservation scaling and chroma correction, then clamp gain/loss.
float chroma_scale = chrominance_ratio_hue * chrominance_ratio;
const float chroma_gain_mask = step(1.f, chroma_scale); // 1 when scaling up
const float chroma_loss_mask = 1.f - step(1.f, chroma_scale); // 1 when scaling down
chroma_scale = lerp(chroma_scale, 1.f, chroma_gain_mask * clamp_chrominance_gain);
chroma_scale = lerp(chroma_scale, 1.f, chroma_loss_mask * clamp_chrominance_loss);
perceptual_new.yz *= chroma_scale;
perceptual_new.yz *= saturation;
incorrect_color = renodx::color::bt709::from::OkLab(perceptual_new);
incorrect_color = renodx::color::bt709::clamp::AP1(incorrect_color);
}
return incorrect_color;
}
you can use clamp_chrominance_gain as a saturation correction slider
and clamp_chrominance_loss as blowout restoration
they use some luts that make it pretty much irrelevant
I did sat correction and the only way I could really tell anything was happening was by looking at the gamut map lol
also do it after LUT
so luminance + lut with chrominance of per channel + lut
different shaders unfortunately
rip
we want to throw out their LUTs entirely, just need to sit down and grade it I guess
now that we've seen what their LUTs do, I would have LOVED to see their tech talk specifically on HDR grading
hdr look
now I have no need for additional re framework mods lol
is it sdr luts with the same shit ass max channel sampling as RE games
but that fucks up peak
first LUT halfs brightness
it's weird
hdr look is pretty good
this is comparing to what i had before
very similar
hdr look is a bit darker though
brigther as well
wait no mine is nvm
color lut strength seems to make it like 150 nits brighter
I just disabled it in the config.ini
Completely turning it off always looked bad for me. The game needs some fog to look good. Only World was the one that look good disabling it.
I just installed the latest. None of the sliders are working for me now. The only ones that have an effect is tone mapper/peak brightness/game brightness/ui brightness/RCAS. Everything else is completely broken on the sliders. I am not sure if filmgrain/vignette are working since I did not go into combat.
I tried Reshade 6.6.2 up to 6.7.1 with no luck.
This completely breaks FSR Framegen for me, unfortunately. There is a lot of ghosting now, especially around the character when moving the camera. Reverting back to the older version of Reno completely gets rid of this issue. I also tried clearing the shader cache and reverting back to older Reshade versions prior to 6.7.1, just to be sure.
Click a preset button
Happens with old configs
I think it’s the tone map setting
There’s nothing that’s changed in the mod that should cause this. It’s all the same shaders being replaced in the same way.
Maybe it doesn’t work with dithering? Don’t know, but it defaults to off anyway
I can double check that we aren’t missing an output shader for fsr framegen today
I'll have to try again later. I did click preset 2 and 3. I did the vanilla+ and the HDR one as well on those presets. Nothing changes at all so I might have to do a clean reshade install maybe.
For now I reverted back and everything was working again.
fsr framegen still looks like fsr framegen to me 🤷
this sounds like something else is going on then, but I have no clue what. Absolutely nothing in the mod has changed that would cause something like this to start happening.
On the new one, why was the tonemap name changed (it was like renodrt or something before), also the lut setting use to say post and pre-grade but now its vanilla and pre-grade?
Using exact same settings i had b4 it looks drastically different was something major changed?
@worn pawn
The tonemapper name was changed because it's a, different tonemapper, which is pretty major.
I thought so lol.
I guess the old one was allowing me to achieve a non-cartoony look, but this one i can't seem to achieve it
the sliders behave differently. You can still get the same look
the mod was substantially reworked
.
The lut i was using b4 is now extremely green lol
Anyone got a recommendation for a good lut? I want this high contrast more realistic look, basically I want to remove the cartoon look (without completely desaturating) lol
by lut do you mean reshade preset?
No clue at this time :\ I did a clean install of reshade and the sliders still seem broken. Nothing on my end has changed either other than reshade. However, I already tried other reshade versions.
I figured it out after some more testing. The ghosting is only present when turning off Lens Distortion.
ah, good to know. Maybe it's better to use another mod for it then
must be relevant in more shaders than the ones I'm editing
Yeah, that's what i just tried. The "Disable Post Processing Effects" mod still works perfectly fine. I'll stick to that for now.
minor typo meant display mapping wasn't running 
I knew this shit was clipping too much

Dang, not even this newer update fixed my sliders issue. I been looking at what it could be with no solutions. I even removed all mods except RE and reshade with no luck 🙁
The only thing I did not do was remove nukems dlssg to fsr3. No change.
Have you tried deleting the reshade.ini yet?
Yeah, I deleted everything that reshade can install from the .ddl, folders, and .ini files.
How are you installing reshade?
I use it locally as dxgi.dll. If you’re using it as an reframework plugin, try not doing that
Through the standard application of reshade with the dxgi.dll file in the main directory. I do not use SK either as some do for the plugin.
You said the old mod worked though?
Yeah, I can keep going back to it and the sliders all work. The only ones that stopped working were the exposure sliders at the bottom.
I forgot what version of the reno file I am using. This is the file though.
I want to say it is this one here because I remember the UI brightness was broken and you fixed it #1451965513671508110 message
Oh, then you have a similar issue with the old mod too, it’s just not as impactful. You pretty much have to have a mod somewhere that you don’t remember I think. You’re getting different permutations of the post processing shaders
Or there’s an in-game setting dependency I don’t know about
I made the mod with everything turned up/on. I thought I determined that post processing can be toggled in-game without issue but maybe not?
Hmm the only mods I have are those in the autorun of RE, fluffy which I disabled them all for testing, nukem for framegen, and reshade with reno in the main directory. In the past I did try Optiscaler but it should have uninstalled everything it installed via its uninstall.bat file.
I don't use the post processing mod anymore after seeing there was a lens distortion mod. However, it shouldn't matter if I cleared all mods in the autorun.
Try deleting the reframework folder
I highly doubt me adding Nvpi anti aliasing has done anything to the game. That is the only thing I can think of other than DLSS Swaper.
I will try. I basically deleted all the folders within reframework and only left the folder itself.
Or renaming if you don’t want to lose it
Give me a sec to boot the game. I had already backed up the folder before.
No change in deleted the files.
What ingame settings are you using?
Try turning on all the post processing stuff in the last image just to see if it works
If it does, then I’ll figure out what I need to do to get it working with in-game settings
Easy way to know would be to set blowout to 100 and look for the image turning black and white
Nope, all sets set to the highest and blowout has no effect.
Maybe it’s on another settings page then
If it helps the fog amount slider worked out of the box for me before doing anything 
You just aren’t getting the HDR mod part lol
Fog is its own shader
Game/ui brightness works right?
Yeah, here is the game brightness and ui brightness work.
This update behaves really weird for me. Most Effects sliders don't do anything and the Peak Brightness never reaches the one set in the UI, even when directly staring into the Sun.
Fog off on both but vanilla+ / regrade just for show on no changes.
And I think Wilds just had a stroke changing from night to day making my frames tank to the 10s. What...
Does blowout 100 make the game black and white
Yes, it does.
Mostly the ones in the Effects category. Fog and Vignette in particular.
Yeah, my bad. I had it off. It works now, but Fog still doesn't. I uninstalled every mod except RE Framework.
Maybe different quality levels have different shaders
What is a good way tot est the vignette because I do not think mine is working if I turn the in-game settings on and move the slider.
That’s expected for you, in the same shader you’re already missing
So it is part of the HDR stuff?
Is the Lens distortion as well. On/Off doesn't look any different.
That shader has lens distortion, chromatic aberration, vignette, local exposure, color grading LUTs, and vanilla tonemapping that we upgrade to HDR.
Anything that modifies any of that risks breaking this mod
ok.
Does a reshade log help in any way indicating why the sliders might be acting up.
It’ll just not show up in the log
I’ll play around with in-game settings shortly and see if I can break it
Any idea why my in game brightness isn't reaching the 800 nits, like i've set in the UI?
scene probably isn't pushing up to the whiite clip value of the tonemapper
so you're just seeing headroom in the tonemapping
mod still works at all low settings 🤷
@loud oasis yeah I guess post the log
Ok, let me delete the current one and do a fresh start up.
oh, try deleting the reframework config if you haven't
I forgot that's not in the reframework folder
Here is the log and I will try that. I haven't deleted it since the whole TU4 RE was broken.
which one is it specifically to remove? I assume just re2_fw_config.txt
I think so, honestly can't really remember
I'd just delete everythinig reframework and install fresh tbh, but that's up to you
I can do a fresh install of it after backing up. I would just need to know which files it creates in the main directory.
I will delete the config for now
based on the log, it sees the main postprocessing shader for precomp and successfully replaces it when it's run there, but never sees it again when the game is running
I feel like you clicked something in reframework that's doing this
so fingers crossed
yeah if you enabled the "camera" optiion it breaks the mod
It is possible, I'll look at my old config if this works. I cannot remember if I had it on or off after the game would crash with it.
Game is having a stroke trying to boot up now. I gotta mess around on why. I manually enabled the loosefiles.
It keeps freezing, started working now after deleting nukem. I think it was struggling to load it.
I think that fixed it... everything is working now.
Looks like enabling the camera does break it.
I'll double check adding everything back to how it was and disable it manually after to see.
Looks like camera enabled was the whole issue. I am not sure how long I had it on.
I wonder if that is why my game looked so yellow all this time. Now I have to redo all the sliders to find a right fit. That might have been why the exposure never worked before too. I may have enabled it when prydog fixed all the UW/camera stuff.
Was not using camera on RE stated anywhere that I may have missed it? I got it off the github the first time and then updates in here as they were released.
I don't think so
I can now see how the vanilla vs pre-grade lut exposure reverse makes a huge difference now lol.
I guess that should be noted on the options of what to have enable/disabled or what ever when using 
I'll throw it in cause it's an easy mistake to make since reframework is required for the mod in the first place
but I can't cover everything anybody could do to break it lol
I'll throw this description up too
I honestly think that could be the only thing to mention. UW fix did not break it or anything to UW. That is about the only thing I changed from default RE other than the specific mods.
With the fog amount, is it defaulted to a point it would not impact the volumetric fog mod. I am not sure if the mod is necessary after adding a fog slider now.
It's defaulted to the vanilla value
this fog adjustment is extremely simple, It's just scaling the final fog color. That fog mod probably gives better control
I haven't used it though, idk what it does
These are the options it offers
probably better to just use that then I'd guess
though just slapping the fog slider on like 33 might be good enough lol
I would have to mess around with how it works. I only tweaked a bit what looked good. I'll leave the slider at default for now.
The MH: World Reno might need one too 👀 I do like my performance with the volumetric rendering off though.
yeah I started doing the work to add one and got distracted by other projects
mod needs some updating in general really
I guess I will wait to see it implemented later. Hopefully no big performance loss for enabling the option while lowering the fog.
it won't run any better by lowering it in the mod
I could branch so when it's at 0 it skips it but that's about it
Oh :X
it still runs all the math, it's just getting scaled
At least the bright nasty yellow is settled now being able to use the scene grading section now 
Fighting in this region now is no longer bad because the whole area looked like that bright yellow 
regrade setting looks good but unfortuanately still clips and crushes blacks
worse than the last setting
hdr look / regrade
Could just turn down the couple little bumps to highlights
I may just add the hdr boost slider. Might be a good fit with lut exposure reverse
you know what
might just be because it's a different time
but i turned off the tweak fog mod and it looks fine
even with fog off
can't really tell if blacks are crushed with the grey filter fog adds over the game
man idk this games a mess
i'd hate to mod this mf lmao
the fog slider doesn't really move the fog off the character so
just decreased amount of it
It gave me cancer. No idea how Jon can tolerate it
May need to adjust the preset but for the most part it should be better?
okay I'm learning how these parameters affect the image more now, I can improve things a good bit more
Vanilla SDR params | Old Custom Params | New Custom Params (WIP I guess)
did you put the tonemapper into desmos
no, just changing things and looking at how things move on the histogram
I've tried plugging shit into desmos and I suck at getting things to work
severe skill issue
aint no way I had another typo in the displaymapping code
this is more complicated than I thought...
typo was working out if you were specifically at 203 paper white
Someone at capcom made it their mission to kill all dynamic range, huh?
4.0.0 (for real this time)
It is FINALLY time for nexus
@livid comet sorry for gaslighting you earlier apparently, there was indeed a peak brightness problem
I wonder if there's a way to fix issues caused by fog tweaks mod
idk if i can play without it
i think i'd rather have crushed blacks
No worries. Thank you for all the hard work!
👀 so many updates since the troubleshoot lol. I guess I need to take a look how the game looks now.
What issues do you mean?
Dang what exactly changed using the same settings from the version on this #1451965513671508110 message to the most latest one.
I'm going to have to retweak the sliders to get it similar but I think the constrast going down to 60 had some what of a change.
Sliders operate from a different point in the image. It’ll have a better interaction with their tonemapping
Ah ok. I'll stick have to try and get it to look like the previous way.
I am not sure what the LUT scaling is doing because moving the slider has no change in anything, at least I cannot see.
Analysis does show it does something but I guess I barely notice it. Actually it only works when I click Vanilla+ but if I click the regrade it stop having an effect on anything.
Yeah lut exposure reverse pretty much undoes that aspect of the grading LUTs
Ah ok I did not know.
Shit, this is making me realize I may have to try this in other games with raised LUTs…
I am noticing that my shadows slider is broken though. I am not seeing a change moving it in any preset even with vanilla+ and regrade.
I think I need to revert to the shadows v1 slider for this game
It is the only thing not working in all the sliders so far.
It works just…not well
Looks like I just had to drop my contrast from 65 to 50 to get almost close to the previous look of the earlier version.
I need my blinding highlights when fighting Arkveld/Zo Shia lol
seems to cause extra clipping and black crush
black crush i get cause its tuned with the grey filter over everything wilds adds
idk why it'd be clipping more
Even with the fog off completely the clipping isn't that bad without tweaks
With the latest version shadows slider is not doing anything anymore, it was working 1 or 2 versions before...
I tried re-building shader cache, I also removed driver caches(...\AppData\Local\NVIDIA\DXCache) to trigger in-depth shader compilation
I feel like as an old vanilla+ enjoyer, older version seemed better (before adding rewriting hermite tonemapper).
Maybe new one is technically better in terms of capturing HDR capabilities but I can't get the same vibrance with new tonemapper without oversaturating the image.. Also it seems more yellowish? of course probably because I am not very good at calibrating stuff but since I can't achieve similar visuals I will go back older tonemapper for now
PS: I always used vanilla exposure and vanilla post grade, no fixed exposure in older version. I can share my previous settings if anybody is interested...
But thank you for the extensive support for it! I will check different profiles from other users from time to time maybe I can find something closer to my taste and tune it a little more. My biggest problem is blacks, they crush in darker scenes makes some fights (gore magala) very hard or hard see details on close-to-black objects
Issue with the new shadows slider is the color going into the tonemapper is horribly washed out, so much so that a shadows slider won’t apply.
By applying the slider where it is supposed to be applied, it just doesn’t do much unfortunately
Most of the shadowed color comes from the grading afterwards unfortunately. Game is just super jank…
I would just apply user grading sliders as the very last thing before displaymap
I might do that instead, though I do broadly like the effect of applying it before tonemapping.
Maybe I’ll just throw exposure before the tonemap and everything else before display mapping
black crush issue figured out
you don't need gamma correction if you're fixing the math/art to begin with
it's SDR mode that's getting a gamma mismatch fix applied now lol
LUT scaling will be safe and ideal maxed out now
UI will still be gamma corrected
gamma correction will still apply if tone map parameters are set to vanilla
accepting reality and moving color grading sliders to display mapping instead of the game's tonemapper
the absolute glow up this game has received (also showcasing the improvements just made regarding lighting in shadow)
noice
is it just doing lut scaling normally
with 0.18 as mid
whatever the default behavior is for the built in lut sampling function
so I guess
here's just a lut scaling comparison
happened to ask copilot to write this
// Encode linear AP1 to log space (matching the LUT encoding)
float EncodeLogAces(float linear_value) {
if (linear_value <= 0.0078125f) {
return (linear_value * 10.540237426757812f) + 0.072905533015728f;
} else {
return ((log2(linear_value) + 9.720000267028809f) * 0.05707762390375137f);
}
}
// Decode log space back to linear AP1 (matching the LUT decoding)
float DecodeLogAces(float log_value) {
if (log_value < 0.155251145362854f) {
return (log_value + -0.072905533015728f) * 0.09487452358007431f;
} else if (log_value < 1.4679962396621704f) {
return exp2((log_value * 17.520000457763672f) + -9.720000267028809f);
} else {
return 65504.0f; // Max representable value
}
}```
which it did perfectly with minimal guidance, was kinda scary, it never works out like that normally
so can I run mid gray through the lut sampling and apply it in the config or something?
hmmmm don't see a parameter for that
we have acescct already
// https://docs.acescentral.com/specifications/acescct/#acescct
// Avoid using, since not a 0-1 encoding:
// "ACEScct uses values above 1.0 and below 0.0 to encode the entire range of ACES values."
float Encode(float ap1_channel) {
if (ap1_channel <= 0.0078125f) {
return 10.5402377416545f * ap1_channel + 0.0729055341958355;
} else {
return (log2(ap1_channel) + 9.72f) / 17.52f;
}
}
float Decode(float aces_cct_data) {
if (aces_cct_data <= 0.155251141552511f) {
return (aces_cct_data - 0.0729055341958355) / 10.5402377416545f;
} else if (aces_cct_data < ((log2(65504.f) + 9.72f) / 17.52f)) {
return pow(2.f, aces_cct_data * 17.52f - 9.72f);
} else {
return 65504.f; // FLT16_MAX
}
}```
that's not built into the lut sampling function already right?
I'll just default scaling to 70, seems like a good balance
Test build
test build just because I want feedback on the lut exposure reverse change
To start from the beginning, LUTs are textures that have baked image manipulations in them. What LUT scaling does is it looks at the texture and scales the color based on the amount of dynamic range the LUT isn’t using. So it only does things if the LUT has compressed black/white levels.
It’s super noticeable in the gathering hub.
The LUTs aren’t super raised elsewhere really
I see the difference for Color LUT Strength but not the LUT Scaling option
Even in the gathering hub, that is
I didn't see it change anything in the previous version either
Example here
Example of what I see
hmm shouldve paused it
im still moving other settings around, but this is it at 0 and 100
ah, discovered it myself. Only does anything when LUT Exposure Reverse is Vanilla
Yeah, I had the same problem and Jon mentioned it was when reverse is enabled. So it has to be vanilla to work. I guess another note to mention on the description 
Glad it wasn't just me ha
It does a little something but not much of consequence
time to mess around the settings again since each time it changes lol.
Did anything change with the Local Exposure Detail. I had it at 40 before but the placebo felt more sharper when I logged in.
The colors look darker but that is probably because the blacks do not look as crushed now.
Nothing changed there
Colors in highlights will be a bit different from the per channel reference color change
And no gamma correction will change shadows and be a little less saturated
I am seeing that right now in Oil Basin area. The lava was orange before and now it is red lol.
Nothing substantial though
Local exposure highlights has a very strong effect on lava btw
Previous version (My settings) / New test build (same settings) / Vanilla+ / My settings with lowered contrast 50 -> 40 / Lut Exposure Reverse (Vanilla)
The vanilla exposure reverse looks good now in this area that I only checked at least.
The highlights slider definitely seems stronger now. I think I have to set it to 50 with contrast 50 to look about right 🙁
Otheerwise, there seems to be strong white highlights all over.
Although now the colors seem better and less orange than the previous version which is good.
This is random but I also notice when fog is swapped from 50 to 0 while using a custom volumetric mod setting makes the areas look real dark in the back. Foreground looks much lighter with less blacks. I am not sure if it is similar who what Adap brought up a few post before. I understand fog helps illuminate things. I do not know the technical side to it. I keep mine at 50 🤷♂️
Fog 50 / Fog 0
Actually I thing it was about the blacks being crushed.
I may change the highlights slider. I just don’t think I like highlights v3 much
In most games I do 60-70 on highlights. It feels weird having to do default 50 
That was the only way to not have it look real bad. The slightest adjustment made the lava look bad for me.
It sorta acted like RTX HDR with too much blowout on whites.

Hub at night. Not sure if it looks too dark or not now compared to Vanilla+.
Overall the test build is a better improvement except the highlight 
I changed how the roll off works with sliders in HDR since it goes with display mapping and I can adjust white clip instead to compensate. Maybe the old curve is better, but really I just need to change the highlight code.
@loud oasis see how you feel about this
I'll take a look in a moment.
I take it the Oil Basin where I been taking comparisons at changes a bit. The area looks more lava than usual. The ceiling on my last photos aren't grey no more to compare lol. It isn't the change but I guess the game environment right now.
Previous settings / Vanilla LUT exposure Reverse / New setting
Previous settings / New setting
Highlights are better. I ended up having to mess with the Local Exposure Highlights reaising the slider higher than before. I am able to do 70 highlight now. It looks similar to vanilla exposure reverse in a way but better. The mid greys I increased to 70 from 50 since it made the lighting and color pop more.
Messing with the highlight slider alone is very suttle and not too strong as it was before.
I suppose I forgot to raise the contrast back up to 55 but I will test around random environments. Looks like 55 contrast looks good and I had to raise the local highlight 75 -> 85 to counter the extra whites in highlights.
Hub at night: Previous setting / New settings
Jon waiting for performance patches
4.1.0
how come you got rid of the second option anyway?
New addon looks great btw
no clipping or crushed blacks even with fog tweaks
wow even this looks good
Should the center look like that O_o It looks like a random white smug on a lens.
I'm not complaining this is what it looked like before
even the preset that made the game look like ass just to show that section looks worse than default now
I like the first one because it makes the ice look like an iceberg with light illuminating through 
that's because it was over saturated
probably can make it look like that if you want
could use a saturated hdr look preset
one that actually gives a hdr look and not meant to just fixed all the issues with the game lol
55-60 saturation 
the preset?
yeah
I got tired of supporting it, mostly. It kept breaking when I changed something fundamental in the mod and I got sick of it. So I setup the lut exposure reverse to be resilient to changes and look decent just by setting it.
people are gonna do their own thing anyway lol
I also like the defaults a lot now
yeah defaults are finally usable
game finally feels fixed to me for the most part
yeah you nailed it here i think
most of the others i felt I had to play around with the settings more but the vanilla+ preset here is damn solid
if anybody has a use case for the vignette slider that justifies it's existence, let me know
now my brain might let me ignore people floundering in the nexus comments
Ah damn I liked the vignette slider
If it’s missed I can put it back, I just didn’t think it served much purpose when there’s a toggle in game.
Lens distortion is definitely staying gone though, that’s a subtle way to mess up the game
Its not a big deal if it causes other issues, mostly just nice to have a little vignette
So did you figure out what was causing the washed out kill cam screen?
Ah ok. I thought the recent removal slider/toggles were the cause.
nah, they're just unpolished options so I don't really want to offer them. Though I'm putting vignette back.
Vignette/Motion blur users 
motion blur stays on
you right crisp motion much worse than this
okay well that gif was a lot bigger on the preview
what not having motion blur looks like on a sample and hold display frfr
lets see some slop
oh i thought you were going to show me a sample of what it looks like and you were telling me to hold
nah, that's just what I see without motion blur (just not as ridiculous of course)
Its pretty necessary at lower framerates on OLED
lowest i'll be playing is 50fps anyway
apparently i lied
idk why it looks like ass now must've been a time thing
oh nvm had blurred luminance on I just reinstalled disable post processing
how come film grain had to be on anyway just curious
I made that when I wasn’t familiar with the code and thought renodx might have been replacing it. It doesn’t have to be on.
first 3 still have to be on right?
Just set game defaults and don’t fuck with the things at the top
crapcom..
@worn pawn I'm afraid to say we're back to slop

god i forgot how bad this game looks
Expected given a game update
hasnt always been the case but yeah i figured this update would be the one to do it
hopefully it'll be quick
how's performance?
errr
new post processing shaders is fucking annoying cause that's like 6 new shaders to get and fix 😩
feels smoother on my end but given my rig....
there's a improvement but..
wait .. i was using the mod from december i didnt know there was a january 26th one
oh nice they added dlaa
ive only ever noticed issues with the High-Res pack when im in a 90+ person lobby, especially when there's a festival running
and updated dlss
jons been cooking with the mod but unfortunately still broken either way
I'll have it fixed tonight
also, srry about the dumb question but how do i replace an already installed mod release?
copy paste and overwrite
ayy nice
but the mod is broken broken right now, no point
no probs i'm prob playing in a few days still, i'm waiting for new optimization guides that somehow will show up xd
i hope the disable post processing effects mod isnt broken entirely after this
Initial testing; DLC check fixed. Average performance is about the same when still running the same maxed out settings as before, but with vastly improved lows and ~7-8GB reduction in VRAM utilisation
wait like, lowered by 7-8 GB or down to around 7-8 gb?
I saw only a GB in VRAM reduction?
honestly my main hope with this patch was the high res textures being useable
Lowered by. Using the High-Res pack, Windward Plains base camp went from ~17GB per-app VRAM util to ~10GB
hell yeah
Makes sense if you're not using High-Res pack
Also the High-Res pack has had it's install size reduced to 31GB on disk
really? time to install
no way i was gonna sacrifice 100gb before
Mine shows 28.8, how strange
not that this matters to anybody else but my memory usage with the renodx devkit loaded has drastically reduced lol
Size on disk. I.e. after install decompression
ty, is the filmic preset still a thing?
no, but also kinda
and this is different from what file properties is showing? sorry for the q
just flip lut exposure reverse to pregrade
Can be indeed, though it varies by hardware and whether BitLocker is on. Changelog says 31GB, and I'm seeing about that on Disk, but +-1/2GB isn't impossible
is this native?
Indeed. 3440x1440, DLS Quality, no FG, maxed CPU and GPU settings
too many files in a folder to cut and paste, I fucking hate windows lol
oh lord even worse than i thought
dlss isn't native
and 1440p?
ur peformance is fucked
Of course it is it's fucking MH:Wilds
reminder that the game does shaders in the background while playing now
im geting around 60fps on 4k dlss quality with a 4080s
Shouldn't. Changelog explicitly mentions removing that behaviour
at first glance texture streaming seems better, high res texture feels usable
If it does then it's a certified CRAPCOM moment
Yeah it still compiles some shaders in the background, they just added more back into the initial compilation from what I experienced
you can edit the config.ini and change ecoshadercache=true to false to turn off background compilation
@worn pawn
"Reduced". My bad. I gave them a nano-angstrom of credit there for a second
yeah just reduced, hard to say what that means exactly
could just mean they lowered priority
or don't let it slam the CPU as hard
yeah i was almost cpu bottlenecked with 7800x3d last i checked which is crazy
I'll have to purge my cache/update my drivers to the ones that have droped today to verify the compilation behviour to say
I am. 5800X3D. Only run Quality DLSS for those hunt areas that can actually be GPU bound
must be why ur peformance is rough
Wouldnt that imply a GPU bottleneck or am i losing it
you're getting worse performance than me and i have a 4080s and am playing at 4k
wdym?
Yes I know and that makes sense. This is a CPU bound game and you have a faster CPU
Oh I misread hehe
why'd you sent questionmarks then lol
Because I was trying to parse why you were saying it like it was some revelation that faster CPUs are faster in CPU bound games
Well my need for DLSS has gone
Seems they've addressed the wasteful lighting in the lower Oilwell Basin. Seemingly a ~28% drop in GPU time
damn my cpu usage has nearly halved in ice cliffs
somebody summon this guy with the new patch news 😆
might even get a mystical hardware unboxed benchmark
nvidia really doesn't like mhwilds for some reason
Damn ya not kidding. Same here. Much lower CPU overhead in the Iceshard Cliffs. Wonder what was causing that. Be surprised if that was entirely texture streaming related
i reinstalled thinking i messed something up with dlss swapper but nah nvidia overlay still broken
Well, need to get some sleep. Very initial conclusions;
yeah maybe im still on normal high textures though so maybe dlc pack might be viable
Most I've seen so far is 12GB utilised
Don't use it unless I'm using RTX HDR
I use NV App settings/SpecialK for DLSS model selection
override seems to work but the performance overlay? nah
does overlay work for showing override?
nope, doesnt work at all still
sometimes in other games, havent seen it work in wilds though
NVidia won't use low-level/proxied hooking so it doesn't work in most games honestly
it worked even before the patch, you can force L/M models on the app
unless it was placebo, but i could tell M was on bc of the over sharpening it does compared to the others
@swift ledge just checked for you before I go; worst VRAM has gotten to now is 12GB. So with a 16GB card and not running too much hardware-accelerated bloatware, High-Res texture pack should be perfectly useable
almost enough for a 12GB card
Only areas not checked are unique hunt locations of Jin, Zoh and Gog
yeah just turned on registry overlay seems to be working I just thought nv_overlay would show if it was on
Hopefully with CAPCOM actually implementing LODs and other optimizations in Feb, this game's performance might be bad as oppose to putrid
nope i tried it on other games and its buggy, but L/M still worked
big big change in Arc Raiders immediately noticeable
L model >
yeah im starting to like l model a bit
4.5 just doesn't work on rt games though
the noise is unbearable
if they have ray reconstruction then you wouldnt be getting 4.5 anyways
what games? isnt mh wilds a rt game too
altho the rt is ass
I think it's extremely title dependent. Even the, "it makes RT worse", is in desperate need of context that it depends very significantly on the game and even then, what looks like intense specular artifacting/ailising in the SDR domain becomes much reduced averaging of highlights in the HDR domain. So what one game in SDR does can be extremely different to another in HDR
Preset M shows either minor or major increases to normal map noise in CONTROL depending on scaling ratio
honestly the noise isn't that bad on wilds i was getting a lot of shimmering on l then i switched my preset to ultra and it seems fine
idk what was causing
REEngine has a very poor RTGI solution that is locked to running at an aggressively low sampling resolution with little to no caching (depends on title)
I'm getting this weird texture issues when standing still idk if this was an issue before
@swift ledge Good news is that the last REEngine game, Pragmata, has RT done by NVidia including "Full RT" (one of NVidia's now four ReSTIR methods most likely). I will let y'all opine on whether that's a blessing or not
What do you mean?
The flicker?
the floor textures like turn lower res after standing still
move around
yeah flicker ig
the ground is like unstable for some reason
fine when moving
That'll be the forced, very low quality REEngine RTGI
Sucks but the only way to reduce it's boiling effect/noise is to not reduce the render res too far. Not 100% sure, but if memory serves MHWilds is sampling at 1/3. So reductions in DLSS quality have an outsized impact
weird how it's so much worse while standing still though
Again, it's due to the limited caching. Denoisers, whether it's the ones in TAA, DLSS, FSR, XeSS, NRD or DLSS-RR, rely on cached resolves to increase context data in the denoiser to more effectively de-noise. REEngine has always had it's cache size extremely low (or more likely bugged). Same reason why TAA looks so awful in REEngine games on PC. For some reason, the resolve caching is borderline non-existent, leaving the denoiser to mostly rely on spacial data, leading to awful results
you can really tell see it here lmao
ultra performance confirmed unusable in wilds lol
4.2.0
probably could remove old shaders
not that big a deal
where's the old shaders located at
the shaders are embedded in the addon file
oh ok i dont need to delete the game shaders themselves
no
I just meant that I still have old shaders in the mod from previous engine updates, just in case they still popped up somewhere.
nothing anybody needs to worry about
weird its not showing up, did i f up by updating reshade?
i just replaced the older addon to this one
just put this in the folder and rename to dxgi.dll
i have one its older
i'll replace it
nice, its working! any settings to play with?
I honestly just like the defaults now
Vanilla+, it does look brighter
well, its just Vanilla and Pregrade lol
definitely feels like some of the options in "disable post processing" need to be checked, but that's another mod
i'll just leave them untouched
genuinely how did this game ship like this and stay like this
i know its HORRIBLE
it genuinely looks like somebody spread peanut butter all over the screen before mods
nice
i will try the texture pack tomorrow
did one hunt without reno and my eyes were struggling
immediately restarted when Jon updated
im using 14gbs of vram without dlc textures so idk how yall getting 12 lol
it was using about 14 GB with dlc textures for me
played a bunch and game was pretty stable the whole time
Looks like Volumetric fog now has so many options to choose from. There is a foliage and snow collision option. A new foliage density (unless it was there before). The sky/cloud quality looks like it isn't as pixelated no more on lowest.
Foliage Density has Blank / Low / Blank / High 
Whats the verdict on the brightness issue now with the latest patch and reno?
Oh new version of reno ty
Has anybody tried decompressing the new DLC textures? Does it still make performance better? Or is it now unnecessary? I am away from PC right now...
I will test it myself later but I am impatiently curious about it 🙃
Total system or per-app?
Total
So likely 10-11GB in game depending on background apps and VRAM pressure
yeah, but I have a 16 GB card and it's never very conclusive when total usage gets up to that 80% range.
I did end up getting some slowdown in fights from what felt like vram stuff, this was at 4k dlss perf with model M and frame gen on.
I can't remember if I had a bunch of shit open though lol
Didn't feel necessary to me so didn't try
so they nerfed the texture pack ?
Is that what they did?
Bigger size is not always equals better quality... Not to mention if they had too many unused/duplicated assets in it in the first place
I don't think so. And frankly even if they did it was apparently necessary to make it useable on anything other than a 4090/5090
using more than 16 GB of vram for something that didn't even look that much better was wild
I did. it reduced the cpu load a bit since I disable gpu decompression so it happens on my cpu...
Before anyone says shader compilation in the background gets in the way of measuring CPU load, I wait enough until cpu utilization stabilizes after a shader cache reset every time before comparing things...
Did not check vram usage stuff though. Since I am not limited with vram (4090) I tend to pay less attention to it 😄
they did reduce the quality tho
yes, could be indeed. I am not ruling out that possibility eighter, but it was a stutterfest even with a 4090. Even if I decompressed it before it was a constant benchmark load on my SSD due to how much stuff it was streaming constantly. If they sacrificed a bit quality to make it actually usable, then it is a better direction overall
Before this patch, using the hi-res textures without pre-decompressing it resulted in sub 1fps gameplay, then a crash shortly after entering any of the hubs.
...and this goes without saying, but thank you so much, Jon. I am not exaggerating when I say that without this implementation of RenoDX I could not play Milds 😊
4.2.1
I later found out that shader was missing in save file selection screen, in game it works correctly
maybe now it will also work there..
that's the one I added, yeah
4.3.0
at the very least, making another preset helped me dial in the pregrade color
gonna let the preset sit for a bit before pushing to nexus. If anybody uses it and has any thoughts, please share 🙏
I'll check it out this evening
My settings looked fine still. The regrade preset was nice. The vanilla+ in Suja sorta looked weird to me but I guess because it is missing all the adjustments from lut and stuff.
the LUT in Suja is just ass
like with most grading related things, they were not cooking
alright I've played enough with the preset, works well. Time for nexus
For me at 1900nits on a pro display, 4.3 is a bit of a step backwards in term of the slider "average". This varies a ton from user to user, so I would never dare complain about this, just a note. The colors are better (I used to have sat set to 56, now 54 looks the same), but exposure used to be perfect at 1.0 now 1.3 is required to match the same levels. Highlights also moved from 52 to 62, contrast from 52 to 60.
Zero real criticism, but if there was a way to have 4.2 exposure with 4.3 colors, you'd be almost spot on with every sliders at 50/middle (on my particular display)
(obviously all pregrade)
Exposure stayed the same, I had to reduce contrast to get more color out of it due to how the post pipeline works. Needing more slider tuning was essentially the point since the appeal of the option is tuning it.
means you're using another mod to adjust the fog and the fog slider won't work. That's the only consequence.
Hmm mine still shows good with the volumetric fog mod. Maybe some complication interflicting with the two.
entirely depends on how the reframework mod accomplishes its goal
with the current mod version, that warning will only show if a relevant fog shader has never been detected at any point, so now it won't show up if I'm just missing a fog shader (the text will come up though)
In my case, I believe it's the "better camera distance" mod that's interfering with the fog, since it has been noted that reframework's fov option breaks it. It's unfortunate that those two things (fov and fog modifications) aren't compatible, but users can choose their own priority.
[EDIT] Upon further testing, it seems likely I have more than one conflicting mod. Removing the camera mod, and/or MDF yielded the same result. Other than those, and the body slider mod, I only have armors. I don't particularly care enough to narrow it down further, but I thought it might help someone looking to do so.
i've got like every visual mod on imaginable and it's fine for me lol
including fog tweaks and camera distance
it seems so weird what makes this error show
Some people have mentioned rt off doesn’t work
confirming, turning RT on fixed it for me instantly
where did you see this number btw?
was it in game?
regrade just seems a bit darker lol
i don't think it's crushing but it's pretty close
accidentally put the wrong screenshot in
that was with dlss peformance
i feel like the smudging was not this bad before
Yeah it’s darker in the hub than I want it to be
Problem is they use obscenely raised LUTs there and the option definitionally can’t show that
Hmmmm I guess I could do some blending nonsense between the two colors
Yes, specifically Scarlet Forest in Plenty
oh okay that makes since
yeah i tried high res pack it seems fine, lower fps, but vram for rivatuner stayed the same while taskmanager and wilds went up by 2gb
so ig rtss and hwinfo is just wrong
I have RT on, and always have had, so it can't be it for me unfortunately.
[EDIT] Found the culprit a day later. In my case, it was having RT Tweaks enabled (reframework raytracing tweaks, under graphics). Thanks for the suggestion of RT being linked to this, even though mine was on, it lead me to trying this toggle.
lol what is this
mod someone made to work around an old bug we had
are these 2 still required what were the issues being caused by these being off?
I saw a post about it and they said to turn off corlor correction for some reason
they were talking about on SDR specifically
funny enough I think color correction off is the one setting that still breaks renodx
where'd you see this?
Just realized this post is by someone from the other server lol i don't think they're in here
Ah lol
Weird quirk I noticed here the Vanilla preset is actually darker than the regrade here. It's usually the opposite way
Normal for cutscenes (which those title screens count as). Different shaders, they light them differently
Or grade them differently rather
weird those count as cutscenes
got a quick side by side sdr comparison
Native SDR / RenoDX SDR
It's so weird how native adds like a grit to it
almost seems like different AA somehow
Those gifs and video are 240p 
it says to do that if not using renodx too
i really cant tell any difference with their ref and config.ini tweaks so im going to guess its placebo
it not having a perf impact kinda reinforces that
Yeah saw some other people saying that about them
I made a comment on that post about it not being a proper guide without RenoDX and surprisingly it’s actually getting upvotes
In a non-hdr subreddit nonetheless
I was hoping to see a before and after of the tweaks, since it kinda just looks like what the game looks like for me with just renodx
The screen space photon mapping seems like it was already doing
Someone has to find a way to turn off denoiser for RT
oh were you reffering to the DF video thingy?
im getting this warning on the compat check and i cant seem to figure out how to get rid of it
I haven’t been able to find the fog shaders when RT is off yet
Made the warning system before I knew they were missing
So I shouldnt worry about it?
Okay great cause the game just looks way better with this turned on
uuhhhhhhhh
itsn ative hdr vs reno ?
Yeah
it's feel weird 🤔
could be just m
e
i mean i know native is shit
but reno looks a bit too crushed ?
or maybe it's just the game assets that stink
i had the same feeling on ds1 in the izalith zone lol
Doesn’t seem crushed to me. It’s just what happens when the tonemapper is allowed to go to 0.001 nits.
I need to have HDR enabled on windows for wilds HDR to work right?
I've never used HDR in Windows anything without it on.
for antyhing related to HDR windows HDR must be enabled
Good resetera post Jon
Surely you won't have to redo all the shaders again
Should be releasing soon i think
RIP if so cause my ass is on vacation
When is the patch?
hour and 15
nice thanks, uninstalled all my mods
we're so cooked

well deserved vacation though
as if this is ur job lol
do you not use the mod manager?
yeah I do just wanted to disable them before the update to avoid any issues
Might as well be, there are def weeks I put more work into this lol
well as long as you're still making money doesn't matter what you do in ur free time hopefully you enjoy making mods
update is out early
updating
Fingers crossed
very slow so far, weird. steam usually has blazing fast speeds
im getting 1.5gbps
ah it picked up had a really slow start for some reason
They updated the post-processing shader 💀
Wouldn’t be doing it if I didn’t. For the most part I enjoy working with games more than playing them as it turns out.
Should clarify that its prob all the key shaders
the lone survivor
want me to put a message on the nexus letting people know it'll be a while?
It’s possible ritsu will have time, so I’ll wait and see what he says
if they didn't change much I could quickly look over and patch them if ritsu doesn't have time
I doubt it’s anything other than a new cbuffer entry
It’s setup to be pretty straight forward
Fog shader could be difficult to track down depending on what they did though
this new LOD system has some vegetation models popping-in when you walk right up to them
No option in the menus to adjust the LOD behavior either, though there is a handful of new? LOD lines in the config.ini.
are you using hig res texture pack? just curious
Yeah
damn it i thought they'd fixed the texture issue with dlss 4.5 but i forgot i changed my preset
texture issue?
#1347155473266114580 message
What the hell
the game doesn't seem to want to close after quitting
Mine did..
I was a little surprised by ReFramework working
performance is definetly a whole lot better
im not seeing this GI issue on the ground in the forest anymore are yall?
nope nvm just a time of day thing
hard to tell performance sometimes, because reno has a performance hit
was only like 3 fps for me
im seeing like a solid 10-15fps increase minus renodx peformance hit
some how the "global" illumination has lod somehow too lol
not sure if this was a thing before
Jeez
damn i got raise my bitrate on obs it doesn't look that bad i swear lol
better I don't want it to be too big
lol i couldn't even figure how to decompile the wilds shaders to see if i could fix anything. the cmd_decomp didn't work and the workaround script thing didn't either
beaten by the first step

looked fine to me bitrate wise but i’m on mobile rn lol
oh you’re right looks like Shit 
i have a feeling they won’t touch the way lods work whatsoever
Updated
yay ty I will have to test it out tommorow
Thank you so much for really fast update
it is working fine as far.
Only thing that I noticed is; during save file selection screen; fog slider does not work. It works in actual game though, so not big problem!
It uses a different shader, @worn pawn knows how to track it but it does not matter much and we can skip worrying about it, enjoy your holidays
Vignette slider is not working but I don't care with that one since turn it down to 0 always.
I am just testing what works and not, to give some heads up for other people..
Every other thing I tested seems working fine here...
Game performance is definitely better after the patch but I see some LOD changes happening way too frequent and for the objects that are not that far away, makes it noticable.
my draw distance is the highest setting and I am using high-resolution dlc textures. I hope they can give an option to adjust it for the cards with more than enough vram...
seeing some flickering weirdness in the AT arkveld fight
might be tied to arkveld roaring or something in the distance not sure
latest reframework nightly, reshade 6.7.1, default dlss dll/preset, and latest display commander installed
I'll leave finding the rest of the shaders - if there are any - for when Jon gets back
Does gliding on the seikret (or however it’s spelled) trigger it?
No it doesnt
vanilla hdr is garbo
Just to be clear, is this using the build posted right above?
Ultimately tuned for preference, but the preference in question is configuring the tonemapper to be allowed to go down to near black. You can switch to vanilla parameters if you want a faithful look, I just think it looks awful so it’s not default.
yeah using the build ritsu posted
regrade preset, sorry forgot to mention that part
And it didn’t happen with the previous builds?
It’s possible other mods can create conflicts that they didn’t before, so always start there
is anybody else seeing this flicker?
yes it does, when gliding exposure levels going up seems like
Neutwo tone mapper, Vanilla Lut exposure
not exactly flicker for me but the game brightness changes during the whole glide, meaning while that particular shader is active
if you spam gliding on and off during the descend it can create a flicker-like effect though
any other mods?
if you're willing to, could you try without that?
yeah sure
I will disable all mods for you 😄
also recompile shaders
it still does it
those are my settings
sad but mh wilds still blurry mess
Blurry? I can say a lot of bad things for this game but "blurry" is not one of them. At least if you are playing at a decent base resolution and high graphics settings
However It is definitely a challenge to set everything up in high settings and have a good frame rate at the same time
Full max 1440p dlaa
latest dlss help but adds too many artifacts
I don't see blur but I see a lot of inconsistent textures (quality wise) sometimes makes me question why some textures are so bad (even with high res textures)
u use dlss?
That blur however definetely there in Monster Hunter World with its shitty TAA
yes quality
latest or ingame?
Latest profile M. 1440p monitor res
anyway I don't really like visuals in this game either but for different reasons
i tested the new addon rn and it looks incredible, im using dlss quality and if it helps i didnt see anything wrong
Thanks for testing it, I’ll look into it when I’m back
also im playing on 1080p with the vanilla+ preset with 330 nits and 100 game brightness, i think im using preset K as i have recommended dlss within the nvidia app, and i think for quality mode dlss just defaults to preset K
if u need more info or testing ping me pls
I force preset M externally
idk what benefits are in dlss 4.5 to dlss 4 in quality
it has less ghosting but some other problems
pick your poison situation 😄
watch some reviews
quality means 66% resolution scaling nothing more
actual model presets have the difference in behavior...
via nv app or inspector?
I don't use nv app, it is not even installed on my machine...
I am currently using a Tool called "Display Commander" to force the preset. But otherwise I use nvcp inspector.
you can find it in the server. However preset K and M are not worlds apart. Meaning if you find preset K "blurry" it won't improve much in that regard I suspect
But if your definition of blurriness is a about "ghosting" it is a bit better in preset M
actual noticable noise and artifacts comes from FrameGeneration though, not from upscaling
that is also worth to mention in my case
I don't use frame generation most of the time. I just try it from time to time, to see if it gets any better
I only saw it briefly for about a second while running in the Scarlet Forest area. I did not see it any where else.
I think NVidia mentioned when they dropped 4.5 that they are releasing an improved version of FG (which is why they are enabling 6x in a month or two). Although I'm not sure if that was a part of 4.5 initially or if that will be released alongside 6x.
FG wasn’t touched with 4.5 so any improvements will come with that MFG update
unrelated to Wilds but hopefully RR gets updated alongside that too
i had just installed the latest reno after a few weeks of downtime 
is it recommended to wait a bit again?
for what?
for a new file, apparently theres some glitches atm
Current reno with today's fix work fine for me. Feels like it never broke with the update. I am sure there might be some stuff needing more fixing but it is playable.
anythings better than native
late to the party but I just got home. Seems our flashing friend is back yet again lol. Also happens when fully charging a mighty charge slam with hammer.
if you mean the HDR Gamma Fix app yes (didn't have it toggled on though)
or is eotf boost a thing in reno that i missed
hmm idk maybe it was still on somehow
They issue looks very similar to what the EOTF Boost setting for msi monitors looks like
(which is what that app is based off of)
no not 100% sure what you're asking actually. I dont use an app called eotf boost. but I do use dwm_eotf to leave hdr on all the time and not have a washed out desktop lol
I'm getting an unhandled exception with Reno.
Used the latest one here in this Discord channel and have ReShade 6.7.1 applied to the game executable.
No other mods, fresh install.
Anyone else having this problem?